/Engine/Source/Runtime/Engine/Classes/Animation/AnimSequence.h
Take a set of marker positions and validates them against a requested start position, updating them as desired
void ValidateCurrentPosition ( const [FMarkerSyncAnimPosition](API\Runtime\Engine\Animation\FMarkerSyncAnimPosition) & Position, bool bPlayingForwards, bool bLooping, float & CurrentTime, [FMarkerPair](API\Runtime\Engine\Animation\FMarkerPair) & PreviousMarker, [FMarkerPair](API\Runtime\Engine\Animation\FMarkerPair) & NextMarker, const [UMirrorDataTable](API\Runtime\Engine\Animation\UMirrorDataTable) * MirrorTable ) const